用于虚拟现实体验的便携式实时角色平台

Helge Mathee, Bernhard Haux
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引用次数: 0

摘要

在这次演讲中,我们描述了一种正在进行的方法,用于实时场景的便携式角色动画管道,可以显着减少迭代时间,还可以提高角色质量和灵活性。简单地说,这是一个你的钻机和动画(在DCC应用程序)是你得到(在VR体验)的方法。我们的实现涉及使用基于python的Kraken工具来生成一个钻机,可以在Autodesk Maya®中运行,也可以在虚幻引擎®中由Fabric Engine执行。通过在Maya和虚幻中运行相同的完整rig,我们能够保持电影质量的角色,保持相同的丰富性和动画控制。便携式角色的钻机定义方式允许他们在任何环境中运行,同时保持原始控制和变形钻机的全部灵活性和功能,这反过来又允许在所有阶段保留艺术意图。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Portable real-time character rigs for virtual reality experiences
In this presentation we describe a work-in-progress approach to a portable character animation pipeline for real-time scenarios that can dramatically reduce iteration time and also increase character quality and flexibility. Simply put, it is a What You Rig and Animate (in the DCC app) is What You Get (in the VR experience) approach. Our implementation involves using the python-based Kraken tool to generate a rig that can run in Autodesk Maya® and also a version that can be executed by Fabric Engine within Unreal Engine®. By essentially running the same full rig both in Maya and Unreal, we are able to maintain film-quality characters that keep the same richness and animation control. Portable characters have their rigs defined in a way that allows them to run in any environment while maintaining the full flexibility and functionality of the original control and deformation rig, which in turn allows for artistic intent to be preserved at all stages.
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